STEAM in the Library: Engaging Children in Learning

An Infopeople Online Learning Course

Have you heard your library colleagues talking about STEAM (Science, Technology, Engineering, Arts and Math) and wondered what it's all about?

Do you wonder what the difference is between STEM and STEAM?

Would you like to know what STEAM for youth looks like in a library setting, and how you can create and offer an engaging STEAM experience to all your young customers?

STEAM programs and services are a natural extension of the storytimes and school-age events that libraries have been offering for decades, with the added bonus of engaging children in new interests. In fact, many of the programs and resources you already offer at your library can be adapted to become STEAM activities!

This course will prepare youth services staff to:

Understand what STEAM means for children (preschool-grade 6) of all backgrounds in a library setting, as well as how STEAM fits within library goals.

Address the frequent concern of new STEAM practitioners that we're not "experts" in STEAM content areas

Look to existing library programs and resources as a fertile starting place for STEAM activities.

STEAM has become something of a buzzword in libraries as of late, but that doesn't mean it's just a passing trend. STEM (Science, Technology, Engineering and Math) proficiency among youth has been an educational goal in schools since the mid-'80s, when a series of reports indicated that many American children weren't meeting competencies in these areas. The addition of "Arts" to STEM in the last few years to create "STEAM", is indicative of a commitment to infusing creative, open-ended thinking and innovative problem-solving into STEM activities.

Course Description: During this four-week online course, learners will become familiar with STEAM, its relevance to library youth services (preschool – grade 6), and a range of programs and services meant to increase exposure to STEAM content areas. Learners will interact with the instructor and one another through weekly discussion forums, and share sample program plans and other resources with the group to facilitate an understanding of the diverse possibilities for STEAM programs and services. Learners will leave the course with knowledge about STEAM and its library applications as well as experience putting together STEAM programs and services for their library users.

Course Outline: When you log in to the Infopeople online learning site, you will see weekly modules with these topics:

Week 1: What is STEAM, and how does it fit within youth services in a public library?

Time Required: To complete this course, you can expect to spend 2½ hours per week, for a total of ten course hours. Each week's module contains readings and various options for assignments, discussions, or online meetings. You can choose the options most relevant to your work and interests. Although you can work on each module at your own pace, at any hour of the day or night, it is recommended that you complete each week's work within that week to stay in sync with other learners.

Who Should Take This Course: All library staff members, in both public and school library settings, who provide services to children (preschool-grade 6)

After the official end date for the course, the instructor will be available for limited consultation and support for two more weeks, and the course material will stay up for an additional two weeks after that. These extra weeks give those who have fallen behind time to work independently to complete the course.

You must be signed in to register.

Infopeople, a grant project of the Califa Group, is supported in part by the U.S. Institute of Museum and Library Services under the provisions of the Library Services and Technology Act, administered in California by the State Librarian. Material on this website is licensed under a Creative Commons License.